

import bpy
import nodeitems_utils
from bpy.types import Operator, Menu





class C_节点子菜单_物体修改器(Menu):
	bl_idname = 'node.menu_object_mod'
	bl_label = "物体修改器"

	def draw(self, context):
		layout = self.layout
		#layout.operator('node.create_node_texture')



class C_节点子菜单_物体(Menu):
	bl_idname = "node.menu_objects"
	bl_label = "物体"
	
	def draw(self, context):
		layout = self.layout
		#取数据
		
		
		layout.separator()
		layout.label(text='取数据')
		layout.operator('node.global_node_get_object', icon='OBJECT_DATA')
		layout.operator('node.node_optional_objects', icon='RESTRICT_SELECT_OFF')
		layout.operator('node.global_node_get_collection_objects', icon='GROUP')
		

		#创建数据
		layout.separator()
		layout.label(text='创建')
		layout.operator('node.global_node_create_object')
		layout.operator('node.global_node_create_blender_object')
		layout.operator('node.global_node_string_curves', icon='OUTLINER_OB_FONT')
		layout.operator('node.global_node_copy_obj', icon='COPYDOWN')
		
		
		#编辑数据
		layout.separator()
		layout.label(text='编辑')
		layout.operator('node.from_meshs_create_objects', icon='GROUP')
		layout.operator('node.global_node_terrain_displace_modifiers', icon='MOD_OCEAN')
		layout.operator('node.global_node_set_object_id')
		
		layout.label(text='属性')
		layout.operator('node.global_node_set_object_mesh', icon='MESH_DATA')
		layout.operator('node.global_node_get_object_transform', icon='OBJECT_ORIGIN')
		layout.operator('node.global_node_set_object_transform', icon='ORIENTATION_GLOBAL')
		



classes = (

	C_节点子菜单_物体,
	
)

def register():
	for c in classes:
		bpy.utils.register_class(c)

def unregister():
	for c in classes:
		bpy.utils.unregister_class(c)

	



